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  1. #61
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    Quote Originally Posted by Corruption View Post
    As for Brigandine Armor you are definitely right but it kinda sucks that you have to end up keeping low level gear in the first place especially since SE teased by saying now you can wear your 75 armor and get it scaled down to the appropriate level... I think they mean scaled down 10 levels below is what it seems like lol
    Somewhat offtopic but:

    When I have done Lvl synched/capped stuff, I often find myself mixing and matching my gear. While some things like hume RSE gloves and leaping boots blow away 75 capped gear...as they should...many capped items are actually as good or better then gear of the capped level. I use my Perdue Volgue at all events over 20 because it's Dmg/Delay is still top notch and I actually do get a boost to att. As you pointed out the Dragon Harness has the same Dex as Brig at 50 meaning Thfs don't need the Brig anymore. Mages can get more MP+ and Def from 75 gear while synched then most low level items. So in essence you can wear 75 gear when capped, but some lower level gear will still be the best for it's level. Which, imo, is how it should be.

    Quote Originally Posted by MillionDollarMan View Post
    You said it would be too easy.. I was saying it should be easy.
    I disagree. The fact that SE doesn't completely and totally outdate old content and gear is something I like about FFXI. In WoW you'll run countless Raids and such trying to get your best of the best gear, and then in a month they completely outdate everything you worked for by offering content and gear that's far better then what you have. In FFXI, they constantly add gear that is comparible but not out-right better then older items so people begind to have options and choices of what they wear. And the more "side-grades" they offer the better this game gets imo because having a choice is always a bonus. The fact that mobs who are 6+ years old are still highly sought after while they continue to add new things to this game to split the endgame players attention help balance out how crowded things get. There should be "too much" for people to do in this game, because when you have something to work for you'll actually enjoy playing.

    And as for the original idea, there's some things I feel I should mention. First off is the fact that I actually like my jobs as is. I like being a Warrior moreso then being a "Berserker". Though it's mainly a titular change, I still like the concept of Warrior as is. And I like being a Thief, just the concept alone is what drew me to the job. And while the name change isn't all that much...in the end it's still a name change either way. The abilities and items can be added to the class without the name change just as easy with it.

    And the "availible only in certain areas" idea would be like the reverse of level cap. It wouldn't be so much as these are new jobs or such, but rather really strong buffs. Things like you get from Sanction and Sigil and such. It's also another reason why I would prefer simple abilities be added to existing jobs, so we'd be able to have them full time. I wouldn't ask for things as strong as what was listed, but still, new and useful abilities are always fun.

    And some specifics about the Thf and War upgrades, since those are the two jobs I know the best:

    What I originally liked about War was the fact it was supposed to be a "balanced" melee, a class that could be both Tank or DD. And while we got the DD part down, the tank part has failed miserably. If I were to add anything to War, I'd add some sort of "stance" JA that increased their defensive abilities while decreasing offensive ones. With Berserker, it's just the opposite, it's a major push towards full time DD. The only remotely defensive boost is the Retaliate Trait, but that would just increase the hate wars get...something they have little problem doing...and not help them survive better...which is the real problem. But then again most DDhappy wars would probably be happy to do nothing but be pure DD.

    As for Thf, I love the Bio stab and stun JAs, though the stun recast is a bit steep. The others, while certainly overpowered, aren't as interesting to me. Thfs already work towards builds that can get them enough TP to WS with both Sa and Ta, while lowering their recasts would be strong, it seems unneeded. And by completely removing SA's dependance on positioning, it just turns it into a really strong version of Boost that can't miss. I liked Thf for being a more "technical" DD, who has to keep moving and find the best opening to attack, and would like more things to enhance it's support (especially against bigger things) and technical aspects...and maybe something to make Mug useful. But again, I'm wierd so I only speak for myself. Though Shadow Walk would be pure <3.

  2. #62
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    Quote Originally Posted by Ziero View Post
    Somewhat offtopic but:

    When I have done Lvl synched/capped stuff, I often find myself mixing and matching my gear. While some things like hume RSE gloves and leaping boots blow away 75 capped gear...as they should...many capped items are actually as good or better then gear of the capped level. I use my Perdue Volgue at all events over 20 because it's Dmg/Delay is still top notch and I actually do get a boost to att. As you pointed out the Dragon Harness has the same Dex as Brig at 50 meaning Thfs don't need the Brig anymore. Mages can get more MP+ and Def from 75 gear while synched then most low level items. So in essence you can wear 75 gear when capped, but some lower level gear will still be the best for it's level. Which, imo, is how it should be.



    I disagree. The fact that SE doesn't completely and totally outdate old content and gear is something I like about FFXI. In WoW you'll run countless Raids and such trying to get your best of the best gear, and then in a month they completely outdate everything you worked for by offering content and gear that's far better then what you have. In FFXI, they constantly add gear that is comparible but not out-right better then older items so people begind to have options and choices of what they wear. And the more "side-grades" they offer the better this game gets imo because having a choice is always a bonus. The fact that mobs who are 6+ years old are still highly sought after while they continue to add new things to this game to split the endgame players attention help balance out how crowded things get. There should be "too much" for people to do in this game, because when you have something to work for you'll actually enjoy playing.

    And as for the original idea, there's some things I feel I should mention. First off is the fact that I actually like my jobs as is. I like being a Warrior moreso then being a "Berserker". Though it's mainly a titular change, I still like the concept of Warrior as is. And I like being a Thief, just the concept alone is what drew me to the job. And while the name change isn't all that much...in the end it's still a name change either way. The abilities and items can be added to the class without the name change just as easy with it.

    And the "availible only in certain areas" idea would be like the reverse of level cap. It wouldn't be so much as these are new jobs or such, but rather really strong buffs. Things like you get from Sanction and Sigil and such. It's also another reason why I would prefer simple abilities be added to existing jobs, so we'd be able to have them full time. I wouldn't ask for things as strong as what was listed, but still, new and useful abilities are always fun.

    And some specifics about the Thf and War upgrades, since those are the two jobs I know the best:

    What I originally liked about War was the fact it was supposed to be a "balanced" melee, a class that could be both Tank or DD. And while we got the DD part down, the tank part has failed miserably. If I were to add anything to War, I'd add some sort of "stance" JA that increased their defensive abilities while decreasing offensive ones. With Berserker, it's just the opposite, it's a major push towards full time DD. The only remotely defensive boost is the Retaliate Trait, but that would just increase the hate wars get...something they have little problem doing...and not help them survive better...which is the real problem. But then again most DDhappy wars would probably be happy to do nothing but be pure DD.

    As for Thf, I love the Bio stab and stun JAs, though the stun recast is a bit steep. The others, while certainly overpowered, aren't as interesting to me. Thfs already work towards builds that can get them enough TP to WS with both Sa and Ta, while lowering their recasts would be strong, it seems unneeded. And by completely removing SA's dependance on positioning, it just turns it into a really strong version of Boost that can't miss. I liked Thf for being a more "technical" DD, who has to keep moving and find the best opening to attack, and would like more things to enhance it's support (especially against bigger things) and technical aspects...and maybe something to make Mug useful. But again, I'm wierd so I only speak for myself. Though Shadow Walk would be pure <3.
    Yea Blizzard is doing wrong with 11 million people. I wonder how many people play FFXI 500k?

  3. #63
    BRP
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    Honestly I have nothing good to say about your idea. Rather than go into detail and basically insult you for being creative, I'll just describe one big problem here.

    Okay, so there is a good reason why the cap isn't over 75. Your idea is pretty much ignoring why. When it comes to monsters becoming weaker you say you can just make harder monsters. There is two issues with this: 1) You are assuming some other big grand idea making your proposal even more grandiose; 2) You seem to ignore that SE wants it the way it is.

    See now you are changing the goal of the designers. You going against what FFXI is. You are not adding to it, but making something entirely new.

    You are talking about an alternative to a level cap rise, but I still see the power cap going way up. It's basically the same thing only your idea plays off of nostalgic archetypes and fanservice.

    EDIT: Oh and...

    Yea Blizzard is doing wrong with 11 million people. I wonder how many people play FFXI 500k?
    http://www.nizkor.org/features/falla...opularity.html

  4. #64
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    First off I would like to say that criticism is common place when you submit ideas of this nature. If someone thinks your idea of adding new jobs wouldn't work, they tell you why. Just because everyone doesn't give you a pat on the back and a cookie doesn't mean you gotta cry like a little child. Learn to take criticism.

    Corruption, adding new special jobs to FFXI would change nothing. Sure you would get some abilities but other than that the game would be exactly the same. The special Paladin job would just tank and the special black mage job would just nuke. NOTHING IS DIFFERENT. You're idea is centered around the fact that you want new names added to jobs and some more abilities. You're pretty much saying you want Paladins to be tanks. Original.

    Quote Originally Posted by Corruption View Post
    I will do you the courtesy of answering in the same fashion that you asked the questions.

    1. - Here is something I just found about a WoW recently... They added a new system that is *omg nowai* very similar to merits... In fact my friends who left FFXI (though I don't share the feeling) to stay on WoW tried using that to get me back on the game... Merits don't prevent levels from going up at all just present new bonuses to the players who don't do anything but end-game events... Though I bet if SE did this exact same idea tomorrow and called it something different it would be ok and then the idea would be great!

    2. - There are only two things I can assume after reading number 2... Either A) My idea went totally above your head and completely missed your radar, or B) You just didn't read it... Seriously if you could ONLY become a Crusader by being a level 75 PLD, than how is it that Paladin becomes obsolete... It is an "upgrade" nothing more, nothing less.

    3. - That would be because the only game in the series that ever did upgrades to existing jobs was Final Fantasy 1 and Final Fantasy 3... In Final Fantasy 1 Blackbelt (Monk) became Master (just like in FF3) and in FF3 Summoner became Evoker that could do more powerful versions of the same summons... So yeah I didn't do the 100% traditional route of naming them by the originals or Black, Red, and White "Mage" would become, Black, Red, and White "Wizard" which to me is boring and lacks creativity... Also so you know, in case you didn't, guess what ninja was in Final Fantasy 1? The upgrade to Thief... OMG!! lol

    4. - Read #3 in detail.
    You have said nothing productive here.

    1. You used parentheses wrong here, learn about commas. "...at all just present new bonuses to the players who don't do anything but end-game events" Merits are not end-game only. Corruption have you ever heard of people meriting weapon skills before leveling a job so you can have a huge advantage in xp PT's? Anyone with a lot of maxed-out merits will tell you they go a LONG WAY in lower levels. In fact some would argue Merits shine in lower levels. Merits go further than you think.

    2. Once again nothing constructive here. And even though I know you toiled over your post meticulously, no I did not read it in detail. Making a Paladin a "Crusader" is NOTHING. Crusader = Paladin. Paladin = Crusader. All you've done here is change the name and add a few abilities. Tell me how this would work with Level Sync? If you could sync a Crusader, then who would want a Paladin?

    3. You are talking about Final Fantasy III right? The one where Evokers come first, and they can only "summon" without choosing the Summon. THEN Evokers become Summoners, which can choose summons. And Monk became Blackbelt. You must be confused. Final Fantasy III - Wikipedia, the free encyclopedia

    4. Read #3 in detail.

  5. #65
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    Quote Originally Posted by BRP View Post
    Honestly I have nothing good to say about your idea. Rather than go into detail and basically insult you for being creative, I'll just describe one big problem here.

    Okay, so there is a good reason why the cap isn't over 75. Your idea is pretty much ignoring why. When it comes to monsters becoming weaker you say you can just make harder monsters. There is two issues with this: 1) You are assuming some other big grand idea making your proposal even more grandiose; 2) You seem to ignore that SE wants it the way it is.

    See now you are changing the goal of the designers. You going against what FFXI is. You are not adding to it, but making something entirely new.

    You are talking about an alternative to a level cap rise, but I still see the power cap going way up. It's basically the same thing only your idea plays off of nostalgic archetypes and fanservice.

    EDIT: Oh and...



    Fallacy: Appeal to Popularity
    Damn you're dumb

  6. #66
    Faithe
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    I think most of the stuff you have here are a little too over powered and not necessary. I only have pet jobs and BST charming big monsters? Can you imagine, soloing NM in 50 cap areas with IT then familiar? That's just broken. Its already broken that I can solo anything in level40 cap zones with an IT slime. Here is what I think should be done



    Beastmaster
    More Jugs. I want some usefulness from my killer traits. I'm a killer towards that mob for fuck sake. Killer trait should give more attack bonus and defense bonus like they had it before.

    Killer Instinct - Raise a specific killer effect but lower all other killer effects.

    Summoner
    Read Kuno's Awesome Summoner Thread

    Puppetmaster
    This job is suppose to be versatile so why the hell does it take me 2 minutes and more to setup the right automaton? Give us ways to swap on the fly please, this is retarded. Also let us heal our automaton other than crappy repair. 20 activation timer and no cure is stupid. Role Reversal was a step in the right direction. But why can't we swap MP too?

    Switch Tactics - Master and Automaton swap TP.

    Thief
    I liked thief in other games. I hate thief in FFXI, that's why it is still at level1. The job doesn't feel like thief. It feels more like a crappy dpser who is only there for treasure drop. Now a days, any tank that needs thief to help them keep hate is a retard. Stealing enmity/Aura Steal was on the right direction. But far from it. I want some more traits to make me feel like an ACTUAL THIEF. 5 min steal and long ass mug? Please. Add this to thief. All job abilities, 5 minute cool down I don't care. Different timer please.

    Steal Stats - Please don't make this random, can all be on the same timer. Different from DRK's absorb, stats doesn't go down with time. No super boost either 7 Stats per steal is fine.

    Steal Weapon - Steal attack from enemy and adds it to your own.

    Steal Armor - Steal defense from enemy and adds it to your own.

    Steal TP - That's right.

    Steal HP - Same like Drain II.

    Steal MP - lol

    Safeguard Stats - Prevent lower status effect on party for 2 minutes. (absorb, ws, etc)

    Safeguard Weapon - Prevent attack down status on party for 2 minutes.

    Safeguard Armor - Prevent defense down status on party for 2 minutes.

    Steal Heart - Thief get Skadi have this work like Charm or Tame low chance of success based on CHR.

    Safeguard HP - Fuck you Ram.

    Safeguard MP - Fuck you Riddle.

    Safeguard TP - Fuck you Colibri

    Stickyfinger(Trait) - Grants a successful rate bonus for steal when stealing from enemy's back.

    Now this is a REAL thief.

    Samurai
    Strong enough, don't need more shit or its broken.

    Paladin
    ^

    Scholar
    Strong enough but

    Freedom of Cast - Able to cast while on the move, movement speed -50%.

    White Mage
    Decent right now but White Mage need some more "unique" shit so people would want to invite them.

    Faith(Spell) - Increase target's magical attack.

    Bravery(Spell) - Increase target's physical attack.

    Regain(Spell) - lol that's right.

    Prayer(Job Ability) - Restore party's HP AoE. Restore 1% HP. 30 second recharge timer.

    Make bar spell make more sense please. I don't mean bar-elemental spells. Barpetra Barsilence Barblind make it so they are actually useful. Not reduce the time of effect but actual resist.

    Black Mage
    I hate the job, black mage doesn't make freakin sense. FFXI black mage is mage for retards.

    1) Major change on elemental properties. Make monster that is weak to one element actually take more damage from it. Make all tier spell cost the SAME MP. Only a few mobs right now actually require a brain for black mage to kill. Tired of Blizzard/Thunder build that everyone and their mother dog grandmother has.

    Red Mage
    Strong enough, don't need to melee. But I want this spell

    Virus - Reduce TP and MP. This spell is actually in the game from a NM in Carpenter's Landing.

    Ranger
    Not sure what else we can add.

    Arrow Shower - Deal cone shape damage.

    Dragoon
    I don't like the direction SE is going with this job. Screw boosting wyverns. What the hell? What comes to mind the first thing you think about Dragoon?

    Javelin - Toss Angon for damage. 15 sec recast.

    Lancet - >_> yeah.

    Ninja
    Eh don't know what direction SE want to take ninja. Right now it seems to be "Let's boost 2 hour lol"

    Enmity Swap - Like they told us, reduce enmity and then bring it back up.

    Shadow Mode - Reduce accuracy, increase evasion (Opposite of warrior)

    Monk
    Monk is missing.

    Death Fist - Reduce HP to 1 deal one hit damage to enemy. Stackable with Boost.

    Edit: Shit I listed paladin twice XD

  7. #67
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    Quote Originally Posted by Ziero View Post
    Somewhat offtopic but:

    And as for the original idea, there's some things I feel I should mention. First off is the fact that I actually like my jobs as is. I like being a Warrior moreso then being a "Berserker". Though it's mainly a titular change, I still like the concept of Warrior as is. And I like being a Thief, just the concept alone is what drew me to the job. And while the name change isn't all that much...in the end it's still a name change either way. The abilities and items can be added to the class without the name change just as easy with it.

    And the "availible only in certain areas" idea would be like the reverse of level cap. It wouldn't be so much as these are new jobs or such, but rather really strong buffs. Things like you get from Sanction and Sigil and such. It's also another reason why I would prefer simple abilities be added to existing jobs, so we'd be able to have them full time. I wouldn't ask for things as strong as what was listed, but still, new and useful abilities are always fun.

    And some specifics about the Thf and War upgrades, since those are the two jobs I know the best:

    What I originally liked about War was the fact it was supposed to be a "balanced" melee, a class that could be both Tank or DD. And while we got the DD part down, the tank part has failed miserably. If I were to add anything to War, I'd add some sort of "stance" JA that increased their defensive abilities while decreasing offensive ones. With Berserker, it's just the opposite, it's a major push towards full time DD. The only remotely defensive boost is the Retaliate Trait, but that would just increase the hate wars get...something they have little problem doing...and not help them survive better...which is the real problem. But then again most DDhappy wars would probably be happy to do nothing but be pure DD.

    As for Thf, I love the Bio stab and stun JAs, though the stun recast is a bit steep. The others, while certainly overpowered, aren't as interesting to me. Thfs already work towards builds that can get them enough TP to WS with both Sa and Ta, while lowering their recasts would be strong, it seems unneeded. And by completely removing SA's dependance on positioning, it just turns it into a really strong version of Boost that can't miss. I liked Thf for being a more "technical" DD, who has to keep moving and find the best opening to attack, and would like more things to enhance it's support (especially against bigger things) and technical aspects...and maybe something to make Mug useful. But again, I'm wierd so I only speak for myself. Though Shadow Walk would be pure <3.
    I agree with your comment about not making older gear osbolete... I mean hell since I'm a mithra and don't have RSE gloves as good as the Hume ones, I still use AF Hands and AF Legs when I need to do SATA or DEX based Weaponskills (Eviseration and Sharkbite).

    As for the restI really have to say that I appreciate that you actually gave good reasons for why you disagree with me! It sure beats the lines I seen earlier like "It sucks... inb4 someshit" or whatever that means lol.

    Since you bring up a very good point, assuming that I was on the planning and development team I would recommend that if this idea got the green light, maybe we could approach it the way it was done in Seiken Densetsu 3 (JP only Secret of Mana and the best in the series in my opinion) where there could be 2 branches of upgrade (light/dark)... So Maybe for Warrior it could be Berserker (Dark) and Fighter (Light) and each "epic job" would require a different quest/fight to unlock and have its own set of "AF like armor"... Maybe that way since you probably represent a minority of Warriors that actually want to tank on WAR, the "Fighter" epic job would be the better choice...

    I would seriously go ahead and do all 15 jobs over again but I don't want to since most people would rather read this and say "stupid, broken, the idea sucks" etc...

    Now I humbly invite you to come up with some alternatives, since I seen some of the jobs that you made in the past... I think it would be really cool/fun if you came up with epics that do what the ones that I made don't do (like Fighter for WAR, or Rogue for THF for example)

    Thanks again for the input!

  8. #68
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    Quote Originally Posted by Ultimagi View Post
    I once had a similar idea to your expansion-only would-be-broken jobs if they were allowed in other areas. My idea was, for special, very difficult battlefields, players would have their subjob uncapped, and gain access to its 2 hour ability. Obviously these battles would only be achievable by players with 2 compatible jobs at level 75, fully meritted and the like. I've always liked the brokenly powerful stuff in other games that was restricted like that; Fierce Diety, Argetlahm, Divine Dragoon.
    Wow that would be kinda cool but I have to say thats a little bit more broken than my idea... Still though I don't understand why everyone is talking about the jobs being broken when one of the very first things I said in this post was (paraphrasing myself here) "I know the jobs are broken as hell but its for fun and I'm assuming its for new areas only"...

    Now imagine a Black Mage 75 that has Red Mage at 75 with your idea... All I can say is nothing in the game can't be soloed by that and if there is anything like that just add in a Ninja 75 that has Monk 75 to tank and thats a wrap lol!

    P.S I'm not being sarcastic or hating on your idea I just think its super broken but I'm not complaining, hell I'd welcome the idea! I like feeling epic hence this post lol

    Quote Originally Posted by oldoldman View Post
    So silly. I stopped at Abbot.
    You know again it would be nice if you gave your reasons... I mean I don't care if you agree with me or not but just for the sake of conversation its kinda rude to just call something silly and leave it at that... Be nice! lol

    Quote Originally Posted by BRP View Post
    Honestly I have nothing good to say about your idea. Rather than go into detail and basically insult you for being creative, I'll just describe one big problem here.

    Okay, so there is a good reason why the cap isn't over 75. Your idea is pretty much ignoring why. When it comes to monsters becoming weaker you say you can just make harder monsters. There is two issues with this: 1) You are assuming some other big grand idea making your proposal even more grandiose; 2) You seem to ignore that SE wants it the way it is.

    See now you are changing the goal of the designers. You going against what FFXI is. You are not adding to it, but making something entirely new.

    You are talking about an alternative to a level cap rise, but I still see the power cap going way up. It's basically the same thing only your idea plays off of nostalgic archetypes and fanservice.

    EDIT: Oh and...

    Fallacy: Appeal to Popularity
    Firstly let me say thank you for that link, I bookmarked it because that was a theory of mine but I didn't know it was written formally so I never bothered searching for it! (I kinda think it sucks when I think of something only to find out the quote "There is nothing new under the sun" is painfully true).

    As for the quote: Ok firstly I will request that you read the other posts because I never said this would cancel or make merits invalid... In fact in a lot of the descriptions I put (effect stacks with merits) so I'm not sure why so many people miss that... Not to come at you in a hostile way but its just becoming to common... I think I'm gonna have to post on the title (Read completely or don't comment please) lol just because now I am 100% sure that not everyone is reading the full thing.

    Also you are right in assuming that I planned this for a grandiose thing, I specifically had it in mind for an expansion with new zones, new story, and mobs being a minimum of level 80 (hence the reason for epic jobs).

    Also just in case you were wondering I also wrote that epic job traits/abilities/spells would not work in level capped or level sync areas.

    Quote Originally Posted by burytheweak View Post
    First off I would like to say that criticism is common place when you submit ideas of this nature. If someone thinks your idea of adding new jobs wouldn't work, they tell you why. Just because everyone doesn't give you a pat on the back and a cookie doesn't mean you gotta cry like a little child. Learn to take criticism.

    Corruption, adding new special jobs to FFXI would change nothing. Sure you would get some abilities but other than that the game would be exactly the same. The special Paladin job would just tank and the special black mage job would just nuke. NOTHING IS DIFFERENT. You're idea is centered around the fact that you want new names added to jobs and some more abilities. You're pretty much saying you want Paladins to be tanks. Original.


    You have said nothing productive here.

    1. You used parentheses wrong here, learn about commas. "...at all just present new bonuses to the players who don't do anything but end-game events" Merits are not end-game only. Corruption have you ever heard of people meriting weapon skills before leveling a job so you can have a huge advantage in xp PT's? Anyone with a lot of maxed-out merits will tell you they go a LONG WAY in lower levels. In fact some would argue Merits shine in lower levels. Merits go further than you think.

    2. Once again nothing constructive here. And even though I know you toiled over your post meticulously, no I did not read it in detail. Making a Paladin a "Crusader" is NOTHING. Crusader = Paladin. Paladin = Crusader. All you've done here is change the name and add a few abilities. Tell me how this would work with Level Sync? If you could sync a Crusader, then who would want a Paladin?

    3. You are talking about Final Fantasy III right? The one where Evokers come first, and they can only "summon" without choosing the Summon. THEN Evokers become Summoners, which can choose summons. And Monk became Blackbelt. You must be confused. Final Fantasy III - Wikipedia, the free encyclopedia

    4. Read #3 in detail.
    I actually take criticism very well... You should read my reply to Ziero... No where in there do I insult him or argue with him but unlike Ziero you really didn't read the whole post... If you WOULD have you would have read:

    "Unlike merits, epic job traits and abilities can't work in level capped or level sync areas (or they would be broken lol)."

    Had you read that you wouldn't sound like a fool and I'm pointing directly to number 2... As for you saying learn to use commas, I'm not even going to respond with what I want to say because then I'd stoop down to your level and I wouldn't want to turn this into a silly child game of "flame war forum" time... Thanks for the offer but I'll have to pass.

    In Final Fantasy ONE (first game) Black Belt -> Master, as for Final Fantasy III you are right I fudged that one up... Ok if it makes you feel better the name Evoker can be changed to Caller or something... Would that make you happy?

    Unlike merits, epic job traits and abilities can't work in level capped or level sync areas (or they would be broken lol). Furthermore Paladin does not get the abilities of a Crusader so its not the same but an UPGRADE... Upgrade... This wasn't my attempt to be like "oh man look at how original I am check out my cool imagination and my 1337 skills... I said it in the begining and I'll say it again in bold so maybe you can understand it better... This was for fun, and an idea I'd like to see in the game... If you don't like it please give your reasons and if you do tell me why. Lets work on it together and have fun!

    Quote Originally Posted by Faithe View Post
    I think most of the stuff you have here are a little too over powered and not necessary. I only have pet jobs and BST charming big monsters? Can you imagine, soloing NM in 50 cap areas with IT then familiar? That's just broken. Its already broken that I can solo anything in level40 cap zones with an IT slime. Here is what I think should be done



    Beastmaster
    More Jugs. I want some usefulness from my killer traits. I'm a killer towards that mob for fuck sake. Killer trait should give more attack bonus and defense bonus like they had it before.

    Killer Instinct - Raise a specific killer effect but lower all other killer effects.

    Summoner
    Read Kuno's Awesome Summoner Thread

    Puppetmaster
    This job is suppose to be versatile so why the hell does it take me 2 minutes and more to setup the right automaton? Give us ways to swap on the fly please, this is retarded. Also let us heal our automaton other than crappy repair. 20 activation timer and no cure is stupid. Role Reversal was a step in the right direction. But why can't we swap MP too?

    Switch Tactics - Master and Automaton swap TP.

    Thief
    I liked thief in other games. I hate thief in FFXI, that's why it is still at level1. The job doesn't feel like thief. It feels more like a crappy dpser who is only there for treasure drop. Now a days, any tank that needs thief to help them keep hate is a retard. Stealing enmity/Aura Steal was on the right direction. But far from it. I want some more traits to make me feel like an ACTUAL THIEF. 5 min steal and long ass mug? Please. Add this to thief. All job abilities, 5 minute cool down I don't care. Different timer please.

    Steal Stats - Please don't make this random, can all be on the same timer. Different from DRK's absorb, stats doesn't go down with time. No super boost either 7 Stats per steal is fine.

    Steal Weapon - Steal attack from enemy and adds it to your own.

    Steal Armor - Steal defense from enemy and adds it to your own.

    Steal TP - That's right.

    Steal HP - Same like Drain II.

    Steal MP - lol

    Safeguard Stats - Prevent lower status effect on party for 2 minutes. (absorb, ws, etc)

    Safeguard Weapon - Prevent attack down status on party for 2 minutes.

    Safeguard Armor - Prevent defense down status on party for 2 minutes.

    Steal Heart - Thief get Skadi have this work like Charm or Tame low chance of success based on CHR.

    Safeguard HP - Fuck you Ram.

    Safeguard MP - Fuck you Riddle.

    Safeguard TP - Fuck you Colibri

    Stickyfinger(Trait) - Grants a successful rate bonus for steal when stealing from enemy's back.

    Now this is a REAL thief.

    Samurai
    Strong enough, don't need more shit or its broken.

    Paladin
    ^

    Scholar
    Strong enough but

    Freedom of Cast - Able to cast while on the move, movement speed -50%.

    White Mage
    Decent right now but White Mage need some more "unique" shit so people would want to invite them.

    Faith(Spell) - Increase target's magical attack.

    Bravery(Spell) - Increase target's physical attack.

    Regain(Spell) - lol that's right.

    Prayer(Job Ability) - Restore party's HP AoE. Restore 1% HP. 30 second recharge timer.

    Make bar spell make more sense please. I don't mean bar-elemental spells. Barpetra Barsilence Barblind make it so they are actually useful. Not reduce the time of effect but actual resist.

    Black Mage
    I hate the job, black mage doesn't make freakin sense. FFXI black mage is mage for retards.

    1) Major change on elemental properties. Make monster that is weak to one element actually take more damage from it. Make all tier spell cost the SAME MP. Only a few mobs right now actually require a brain for black mage to kill. Tired of Blizzard/Thunder build that everyone and their mother dog grandmother has.

    Red Mage
    Strong enough, don't need to melee. But I want this spell

    Virus - Reduce TP and MP. This spell is actually in the game from a NM in Carpenter's Landing.

    Ranger
    Not sure what else we can add.

    Arrow Shower - Deal cone shape damage.

    Dragoon
    I don't like the direction SE is going with this job. Screw boosting wyverns. What the hell? What comes to mind the first thing you think about Dragoon?

    Javelin - Toss Angon for damage. 15 sec recast.

    Lancet - >_> yeah.

    Ninja
    Eh don't know what direction SE want to take ninja. Right now it seems to be "Let's boost 2 hour lol"

    Enmity Swap - Like they told us, reduce enmity and then bring it back up.

    Shadow Mode - Reduce accuracy, increase evasion (Opposite of warrior)

    Monk
    Monk is missing.

    Death Fist - Reduce HP to 1 deal one hit damage to enemy. Stackable with Boost.

    Edit: Shit I listed paladin twice XD
    Well firstly dear I just want to put the same quote that I put for this other guy who got so mad for not reading lol. Also please don't take this offensively because that isn't my intention.

    "Unlike merits, epic job traits and abilities can't work in level capped or level sync areas (or they would be broken lol)."

    Kk gonna give you my thoughts on your ideas and list my likes and dislikes

    Beastmaster - Yeah I can't agree with you more on the jugs pets... It would also give cooks a little bit more to do since the prices are mostly not worth cooking anymore unless you already have 90+ and you HQ a lot... The idea to enhance the effect of the killer traits would be cool too I like that one!
    Now the only thing I don't like is why should you decrease your other killer traits and how would you choose which one to buff? Would it be an new list or something, elaborate if you don't mind

    Summoner - I will lol but if you could post the link I'd appreciate it even more

    Puppet Master - Never played one and its actually the job I know least about in the game... So I'm sure your arguments are valid there unless I see something that says otherwise.

    Thief - Ok I'm like 50/50 with you on this one... I LOVED Final Fantasy Tactics which I see you took a lot of the thief stuff from there... The only reason I don't agree with you more is cause I'm a 75 THF in this game and that job is my 2nd love (after Monk tied with NIN).

    So let me go through it. I don't like Steal Stats (cause we already get Aura Steal which is already cool as hell... Also I've stolen Boiling Blood and my atk was like 600+ I was like HOLY SHIT)...
    The Steal Weapon and Armor I like too those are cool.
    HP, MP, and TP would be kinda broken for a THF (especially the HP for when I go THF/NIN and tank shit like Chary for example though if it were on a 5 minute recast like you said it wouldn't be so bad... if I could steal HP I could very well solo it) but the MP one would be kinda pointless and TP then DRKs would probably cry lol.
    Steal Heart would be awesome but then wouldn't BST and BRD cry a bit?
    As for the Prevent and Safeguard abilities the prevent one would most like get a lot of people complaining and Safeguard would have me shouting with you "Fuck you Rams, Manticores, and Collibris" LMAO.

    Samurai - LOL I can't agree anymore that seems to be SE's most favorite job.

    Paladin - 2nd baby of SE I agree lol.

    Scholar - I personally think they are broken but I think Bard should get something like that, since Scholars I always picture somewhere sitting down reading lol

    White Mage - Even though the highest I ever took whm was 56 I have to say that you hit the nail on the head with the Bar-status effect spells.

    I like the idea to give them more spells (cause poor whm can't even heal as good as a scholar unless they sub scholar... fucking broken I swear lol), but not Oracle spells lol. How about if they got stuff like bardarkra and barlightra and maybe a merit Raise 4 that allows a xp lost to not be as reduced as an R3 but allows the person raised to not have weakened state.

    Also their own auto-refresh trait would be nice.

    Black Mage - They should have mobs that are less resistant to other spells other than Thunder and Blizzard... I mean just because you get those spells last shouldn't mean they are THAT much more powerful than other spells of the same tier.

    Red Mage - Well RDM are the only ones with A+ Enfeebling Magic so you know what would make sense for them to get that spell. More sense than giving it to a Scholar or something, that broken ass job lol... Also Red Mage is by far THE most broken job in the game *points to Avesta*.

    Dragoon - First thing that comes to mind when I think Dragoon is Kain, and dragon killers... I mean thats how I always pictured Dragoon even though in JP Final Fantasy 2 they did show a wyvern egg thing where thats how the original Dragoons came to be... Meh lol.

    Ninja - Yeah an opposite of Aggressor would be cool for NINs, especially in sticky situations where you need to tank while mages are out of MP. Also I'm not sure wtf SE wants out of NIN cause first they say "Well we don't want NINs to be tanks" but then they release an ass load of gear that gives enmity+ and shit like that... Wtf lol.

    Monk - Its about time they got something, that new kick attack mode, but I think it would be cool if they made Monk into the "We're going to make an existing job a potential tank" instead of the super buffed Samurai which I'm guessing was their choice when they gave them the Third Eye buff and all their uberness!

  9. #69
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    Bonus (or Retarded based on your view)

    This is actually from the thread "Which jobs would you like to see added in Final Fantasy XI"... Now if you guys don't like it its all good, but I'm not sure if anyone seen them in that thread lol... Also inb4 whatever, These jobs would probably be considered broken as fuck but I don't care I did them for fun lol

    Ok first thing I'm going to say is forgive the length because I'm gonna get open on the subject! Secondly I want to say I'm starting to get addicted to this forum website cause people seem really cool!

    http://img368.imageshack.us/img368/5...gspriteae8.gifViking - Ok first of all Square Enix totally dissed us fans when they said they would be making a new "main tank" and turn an old job into a job capable of tanking (I'd think Samurai now)... They gave us Dancer and while yes they "can" tank, it is kinda like WAR that stops being a good tank after like level 30ish... Their def is too paper imo. Ok so onto the details of what I want for Viking.

    Ninjas tank through evasion, Paladins are the definite meat shield, and I'd like to see Viking as an "enhancing/debuff and taking less damage" tank. So Vikings come from Final Fantasy III (JP) originally and yes they didn't have many moves (but Provoke comes from them thank you) but then again neither did Scholar... All they had was Analyze and low level whm/blm magic which is obviously not the case in XI... In other words they won't replace Paladin as the main tank but be a more viable main tank than Warrior and Samurai and in some cases better than Ninja.
    Spoiler: show

    Combat Skills:
    Axe = A+ (some one needs it), Polearms = A-, Club = C, Great Axe = C+, Archery = B-, Parrying = B, Shield = C+, Evasion = D+.

    Job Traits:
    Lv.05 - Attack Bonus I
    Lv.10 - Defense Bonus I
    Lv.15 - Accuracy Bonus I
    Lv.20 - Resist Disease I
    Lv.20 - Aquan Killer I
    Lv.25 - Resist Charm I
    Lv.30 - Physical Damage Taken I (-5%)
    Lv.35 - Resist Disease II
    Lv.40 - Resist Charm II
    Lv.45 - Attack Bonus II
    Lv.45 - Aquan Killer II
    Lv.50 - Defense Bonus II
    Lv.55 - Accuracy Bonus II
    Lv.60 - Physical Damage Taken II (- 10%)
    Lv.65 - Resist Disease III
    Lv.70 - Resist Charm III
    Lv.75 - Physical Damage Taken III (-15%)
    Lv.75 - Aquan Killer III

    (For the Job Abilities gonna do similar to Dancer)
    (For Cripples can stack up to 4)
    (For Rallys can stack up to 2 works like bard songs)
    Job Abilities:
    2 Hour ability: Call of Asgard (Enhances all Viking moves by 10%, lasts 10 minutes)
    Cripples: Arm Break I {similar enmity to Cure I} (ATK & Magic Atk - 5~10% recast 30 seconds).
    Lv.05 Taunt (Provoke)
    Lv.10 Cripples: Helm Break I {similar enmity to Cure II} (DEF & Magic DEF - 5~10% recast 30 seconds)
    Lv.15 Rally: War Chant I {similar enmity to a Cure III}(party Attack and Defense +10 recast 2 minutes)
    Lv.15 Nordic Word (Converts TP to HP/MP 1/2 {300 tp = 150 HP/MP} for main 1/4 (300 TP = 75 HP/MP}for sub job recast 2 minutes)
    Lv.25 Rally: Viking Cry I {very small enmity like a Cure V} (Party Accuracy +10, Evasion +10 recast 2 minutes)
    Lv.25 Cripples: Arm Break II (ATK & Magic ATK-10~15% recast 30 seconds {does not stack with I})
    Lv.35, Rally: War Chant II {similar enmity to a Cure III}(party Attack and Defense +20 recast 2 minutes{does not stack with I)
    Lv.35, Nordic Ward (aoe 15' Magic Defense and Magic Accuracy +15 Bonus recast 3 minutes)
    Lv.45, Cripple: Helm Break II {similar enmity to Cure II} (DEF & Magic DEF - 10~15% recast 30 seconds)
    Lv.45, Rally: Viking Cry II {very small enmity like a Cure V} (Party Accuracy +20, Evasion +20 recast 2 minutes)
    Lv.45 ,Cripple: Leg Crush {Cure III enmity} (Evasion & Magic Evasion -10~15%)
    Lv.55 Valhallas Call {enmity like a Cure IV} (Party Haste + 10% recast 5 minutes)
    Lv.60, Cripples: Arm Break III (ATK -10~15% recast 30 seconds {does not stack with II but does with I}) Lv.65, Rally: War Chant III[/COLOR] {similar enmity to a Cure III}(party Attack and Defense +30 recast 2 minutes{does not stack with I)
    Lv.65, Helm Break III {similar enmity to Cure II} (DEF & Magic DEF - 10~15% recast 30 seconds) Lv.70, Rally: Viking Cry III {very small enmity like a Cure V} (Party Accuracy +30, Evasion +30 recast 2 minutes)
    Lv.70, Rally: Heimdall's Horn {Cure IV enmity} (Party Physical and Magical Damage Taken -10% {Stacks with Phalanx I & II} recast 2 minutes)
    Lv.75, Cripples: Thor's Fury (Deals Damage VIT + MND + DEX/3 + STRx 1.5 and has an additional effect Gravity, Blind, and Slow recast 3 minutes).

    Equipment & Armor - Can use most Axes, Spears, Leather Armor, Bone Armor, and very few heavy armor.


    http://img184.imageshack.us/img184/7...rspriteju2.gifGeomancer - I know this one is probably getting played out and some would argue that Scholar is a mix of Scholar (FF 3) and Geomancer (also FF3) but still they totally got punked and deserve a spot in FFXI. So I was thinking we already have a bunch of support type jobs but only one job that is like Bard (only thing close is Corsair if you play gimped and don't use the ranger aspect of it)... So my idea for Geomancer would be a bard like support job with small combat abilities and also the introduction of a new weapon type Whips!. For whips I was thinking they could be the first reach melee weapons in the game that can attack regularly from up to 15' (just like Provoke) complete with new weapon skills (won't be doing those here lol)

    Ok here we go!
    Spoiler: show

    Combat Skills:
    Whip = A+ , Club = B-, Sword = C+, Staff = A- (there are good melee staff thanks lol), Parrying = C, Evasion = C

    (Geomancy cannot be interupted or silenced but CAN be stopped by Paralyze, Stun, and Petrficiation)
    (Geomancy skill works like Summoning Magic. The higher the skill the better the buff/debuff)
    Magic Skills:
    Geomancy = A+

    Job Traits:
    Lv.05 - Subtle Blow I
    Lv.10 - Resist Gravity
    Lv.20 - Subtle Blow II
    Lv.25 - Resist Bind
    Lv.30 - Evasion Bonus I
    Lv.35 - Resist Slow
    Lv.35 - Geomancy Bonus I
    Lv.40 - Resist Paralyze
    Lv.50 - Geomancy Bonus II
    Lv.55 - Evasion Bonus II
    Lv.60 - Geomancy Bonus III
    Lv.70 - Subtle Blow III
    Lv.75 - Geomancy Bonus IV.

    Job Abilities:
    B]2 Hour ability[/B]: Gaea's Embrace (Enhances all Geomancy Spells/Effects by 15%)
    Gemancy Focus (allows Geomancer to reduce buffs to a smaller radius from 15' to 5')
    Lv.15, Gaea's Ward (adds a 2 per tick hp/mp regen to aoe buffs recast 5 minutes duration 1 minute)
    Lv.25, Gaea's Fury (Adds a dispel effect for 2 status boosts on monsters recast 5 minutes duration: instant)
    Lv.30, Geomancy Shift: Windsday, Earthsday, etc. (Adds full benefits of a game day {Also works with amazing items such as Mighty Knife} recast 2 minutes duration 2 minutes)

    (Geomancy Spells are not bought but learned by fighting in different areas similar to Blu Mage with a chance of learning the spell being higher on the spells elemental day)
    (Spell effect and damage scales with Geomancy Skill)
    (Attack Spells are based on MND + INT modifier {dmg closer to elemental Ni spells than black magic)
    (Party Spells are MND+ CHR modifier)
    Magic Spells:
    (Attack Spell recast are all 2 minutes individual timers)
    Offensive Spells:
    (Dark)Pitfall - Warp in space/time damages enemy (additional effect Gravity) {Learned in the past Battles}
    (Water)Torrent - Water damage (additional effect Poison) {Learning near rivers}
    (Earth/Wind)Tanglevine - Plant causes damage (additional effect Bind) {Learned on open plains}
    (Earth/Dark)Carve Model - Earth damage (additional effect Petrify) {Learned in deep caves}
    (Earth)Tremor - Rocks that cause damage (additional effect Slow) {Learned near cliffs/mountains}
    (Wind)Wind Slash - Atmospheric damage (Additional effect Silence) {Learned in windy weather}
    (Dark/Fire)Demon Fire - Mysterious powers (random existing debuff) {Learned in Burning Circle Fights}
    (Water/Earth)Quicksand - Water damage (additional effect Bind) {Learned near quick sand}
    (Wind/Earth)Sand Storm - Dust damage (Additional Effect Blind) {Learned in desert storms}
    (Ice)Snowstorm - Ice damage (Additional Effect Frost) {Learned in Snow Weather}
    (Lightning) Piercing Bolt - Lightning damage (Additional Effect Def/Eva Down) {Learned in lightning weather}
    (Fire)Magma Surge - Volcanic damage (Additional Effect Atk/Rng.Atk Down) {Learned in Volcanic Areas}
    (Light)Blinding Light - Deals Light Damage (Additional Effect Acc/Magic Acc Down) {Learned in light weather}
    (Dark) Dark Doze - Overwhelms a group of enemies (aoe Sleep + Bind)

    (Defensive Spells do not have to be learned in combat)
    (All Geomancy buffs stack with songs, rolls, and rallys)
    (Recast is 1 minute and duration is 1 minute for each defensive song up to two effects per member)
    Defensive Spells:
    (Wind) Pleasant Breeze - A Refreshing Breeze (aoe Regen & Refresh 1~3/tick) {Learned in wind weather at day time}
    (Fire) Warmth - Warms the surrounding air (aoe ATK & RNG ATK + 5~35%) {Learned in hot areas}
    (Water) Water Rondo - Summons forth magical moisture (aoe boosts magic ATK + magic ACC + 5~35% also works for heals) {Learned in Sea}
    (Lightning) Static Touch - Makes body tingle with electricity (aoe DEX boost 5~20 and the effect of Enthunder) {Learned in Sky}
    (Earth) Mountain Shield - Summons rocks to cover user (aoe VIT Boost 5~20 and Phalanx)
    (Ice) Igloo - Encases user in icy protection (aoe INT boost 5~20 and gives Ice Spikes)
    (Light) Holiday - Gives the user a sense of protection (aoe CHR Boost 5~20 + Protect & Shell) {Learned in Temple of Uggalepith}
    (Fire/Light) Magma Rage - Unleashes the anger of a volcanoe (aoe STR Boost 5~20 and grants Enfire) {learned in Cerberus's area}
    (Water/Dark) Spring Shower - A welcomed rain to quench thirst (aoe MND Boost 5~20 and Aquaveil) {Learned in rain storms at night}
    (Dark) Void - Surrounds user in a dark distortion (aoe Evasion + Magic Resist +5~35%) {Learned in Empty Areas}
    (Wind/Light) Penitence - A unique wind that bolsters speed (Hastega 5~25%) {Learned in Rivierne areas}

    Equipment & Armor - Would share lots of gear with the mages armor wise, but also leather, and of course the brand new whips with a limited selection of swords/clubs but can use most staves.

    Bonus!

    http://img120.imageshack.us/img120/8...rspritetc4.gifTemplar - These were a favorite job of mine in Final Fantasy Tactics Advanced (even though I hated the game over all) and of course represent the historical Knights Templar. Well this would definitely be a "tank" job but I guess this would be the "magic damage tank" so this is how I would do it.

    Oh also just like Warrior/Red Mage/Paladin get exclusive sword WS Templar would get exclusive Club WS's (damage dealing types).
    Spoiler: show

    Combat Skills:
    Club = A+, Great Sword = A-, Sword = C+, Staff = C, Parrying = B+, Evasion = C, Shield = B+

    Magic Skills:
    Temple Magic = A+

    Job Traits:
    Lv.10 - Defense Bonus I
    Lv.10 - Resist Silence I
    Lv.20 - Spell Interupt Down I (-5%)
    Lv.25 - Defense Bonus II
    Lv.30 - Resist Silence II
    Lv.40 - Spell Interupt Down II (-10%)
    Lv.40 - Auto Refresh
    Lv.50 - Resist Sleep
    Lv.55 - Conserve MP
    Lv.60 - Resist Silence III
    Lv.60 - Defense Bonus III
    Lv.65 - Magic Attack Bonus I
    Lv.70 - Spell Interupt Down III (-15%)
    Lv.75 - Magic Attack Bonus II
    Lv.75 - Spell Interupt Down IV(-20%)

    (Templar uses stances that last 1 minute, recast 1 minute and can be canceled; can not stack stances)
    Job Abilities:
    B]2 Hour ability[/B]: Crusade (Gains +50% DEF & Magic DEF Bonus, aoe Erase)
    Lv.05 - Rune Weapon - Allows Templar to store spells in their weapon (up to 3 spells cast saved into their blade for release) Rune Release - Releases charged Rune spells.
    Lv.10 - Temple Stance - Gains Effect of Aquaveil and Defender
    Lv.20 - Brave Stance - Gains Effect of Phalanx and Berserk
    Lv.30 - Hospitaler Stance - Grants Endrain and Enaspir (3~15 /hit) to the Templar
    Lv.40 - Martyr Stance - allows party members enmity % to drop -5 and adds 5% to the Templar
    Lv.50 - Heavenly Stance - Grants Templar 5% Haste and gives Monster Slow +5%
    Lv.60 - Knightly Stance - Grants the Templar Stoneskin (250 HP) and attack bonus +5%
    Lv.70 - Crusader Stance - Strikes enemy with fear (Terror) and Conserve MP +5

    (All Templar Spells are VIT + MND + CHR modifiers)
    Magic Spells:
    (White Magic)
    Lv.05 - Cure I
    Lv.10 - Banish
    Lv.20 - Cure II
    Lv.30 - Banish II
    Lv.45 - Flash
    Lv.60 - Cure III
    Lv.60 - Erase
    Lv.65 - Haste
    Lv.75 - Holy
    Lv.75 - Redemption - MP 110 (Curaga II + Regen)

    (Black Magic)
    (All Black Magic spells usable by Templar can be Rune Charged)
    Lv.05 - Stone I
    Lv.11 - Water I
    Lv.13 - Aero I
    Lv.15 - Fire I
    Lv.19 - Blizzard I
    Lv.23 - Thunder I
    Lv.25 - Sleep I
    Lv.29 - Stone II
    Lv.33 - Water II
    Lv.35 - Syphon (Aspir/Drain)
    Lv.37 - Aero II
    Lv. 41 - Fire II
    Lv.45 - Blizzard II
    Lv.49 - Thunder II
    Lv.54 - Stone III
    Lv.58 - Water III
    Lv.60 - Dispel
    Lv.61 - Aero III
    Lv.65 - Fire III
    Lv.67 - Blizzard III
    Lv.69 - Thunder III
    Lv.72 - Sleep II
    Lv.75 - Inquisition MP 150 (Dot Damage + atk/def/eva/acc down -5)

    Equipment & Armor - Most Heavy Armor and Shields, all clubs/mauls/maces and most Great Swords.

    Well that was super long but finally finished!!

  10. #70
    Melee Summoner
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    someone has been spending way too much time on a pointless thread

  11. #71
    Ifrit's lolCudgel
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    Quote Originally Posted by Corruption View Post
    I'm not quite sure I follow... What MMO is that wierd symbol from?
    Ragnarok, I fail at hotlinking.

  12. #72
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    Quote Originally Posted by burytheweak View Post
    someone has been spending way too much time on a pointless thread
    LOL at the end of the day you are right about that this was just for fun so taking it to seriously really is spending to much time... Its not like SE is going to do this unless they specifically read this thread and hire me... Then I will force you all to love this idea because I'd be working for SE then it would be cool lmao

    Quote Originally Posted by kyod View Post
    Ragnarok, I fail at hotlinking.
    Oooooooooh ok LOL... Its cool the symbol showed up but it didn't say Ragnarok Online so I had no idea what to look up lol. Then again I was being lazy and probably could have just copied the link location and found out.

    P.S That game has a similar system to the Epic Jobs that I made up? If so thats pretty cool and I'd like to try it out ^.^

  13. #73
    BRP
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    Can you explain to me how this is a solution to not having a 80 cap?

  14. #74
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    Quote Originally Posted by BRP View Post
    Can you explain to me how this is a solution to not having a 80 cap?
    I really can't as much as I'd like to try but if you could explain how it wouldn't be a solution to not being able to do a Genkai 6 (Limit Break 6), but if you have a better suggestion please share it so we can all analyze it and maybe petition it to SE... Crazy enough they actually do listen to the fans more often these days!

  15. #75
    BRP
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    I wouldn't petition any ideas to SE, I would only tell them the problems and let their creativity handle it.

    I believe there is no problem so there is no need for a solution.

  16. #76
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    The idea was great in my opinion. However once I saw how ridiculously overpowered the abilities were. (like every other let's add neat shit to ffxi) You may have the recasts on some of those abilities right, however the duration totally blew it for me.

  17. #77
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    I like it how people liked it when wow was a 70 cap and now that it's higher than FFXI's cap we have to find a solution because FFXI is the inferior game.

    The only reason WoW gets more people is because it is a REALLY easy UI that appeals to casual players over 90% is casual base which is why they have more because there are a lot more casual people in the world than hardcore people (mostly everyone in FFXI).

    That paired with the fact that its marketted a hell of a lot better, more kiddyish graphics (again the easy UI) so that 8-14 year olds can easily pick up the game not to mention they have an alternative to credit cards to make it available to those kids. The casual community that XI is missing is most likely better for XI because those are the people that don't warn people when they leave parties, ninja lot, and will have gear and WS selections (not WS gear because they wouldn't do that it'd be too advance I mean using WS's like Decimation instead of Rampage because it makes a higher tier skill chain and its pretty that will make you face palm over and over.

  18. #78
    Ifrit's lolCudgel
    QQing is what I do best

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    Quote Originally Posted by Corruption View Post
    Oooooooooh ok LOL... Its cool the symbol showed up but it didn't say Ragnarok Online so I had no idea what to look up lol. Then again I was being lazy and probably could have just copied the link location and found out.

    P.S That game has a similar system to the Epic Jobs that I made up? If so thats pretty cool and I'd like to try it out ^.^
    no you don't the 'epic jobs' in ragnarok are perhaps the worst idea ever and are the point when RO jumped the shark. you get to grind back to 99 ALL OVER AGAIN but this time, it takes even more exp to get to 99.

  19. #79
    Sea Torques
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    Quote Originally Posted by Corruption View Post
    LOL well there is proof that Absolute Virtue has been beaten, you can see a few in our server alone (Ifrit) that have the title "Virtuous Saint" and Novio/Novia stuff. So it is possible, now what I want to see is the first LS that post pics of beating Pandemonium Warden...
    Did I miss something here or...?

  20. #80
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    Quote Originally Posted by burytheweak View Post
    First off I would like to say that criticism is common place when you submit ideas of this nature. If someone thinks your idea of adding new jobs wouldn't work, they tell you why. Just because everyone doesn't give you a pat on the back and a cookie doesn't mean you gotta cry like a little child. Learn to take criticism...*snip*...
    Actually, he responded just fine to actual criticism, it's the asshats who commented and insulted without reading that seemed to piss him off. Kinda like what you did.

    Quote Originally Posted by BRP View Post
    Honestly I have nothing good to say about your idea. Rather than go into detail and basically insult you for being creative, I'll just describe one big problem here.

    Okay, so there is a good reason why the cap isn't over 75. Your idea is pretty much ignoring why. When it comes to monsters becoming weaker you say you can just make harder monsters. There is two issues with this: 1) You are assuming some other big grand idea making your proposal even more grandiose; 2) You seem to ignore that SE wants it the way it is.

    See now you are changing the goal of the designers. You going against what FFXI is. You are not adding to it, but making something entirely new.

    You are talking about an alternative to a level cap rise, but I still see the power cap going way up. It's basically the same thing only your idea plays off of nostalgic archetypes and fanservice.
    ...I...well, yea, I kinda agree with that. However I will say that sometime nostalgic archetypes and fanservice can be pretty damn fun.

    Quote Originally Posted by Faithe View Post
    Thief
    I liked thief in other games. I hate thief in FFXI, that's why it is still at level1. The job doesn't feel like thief. It feels more like a crappy dpser who is only there for treasure drop. Now a days, any tank that needs thief to help them keep hate is a retard. Stealing enmity/Aura Steal was on the right direction. But far from it. I want some more traits to make me feel like an ACTUAL THIEF. 5 min steal and long ass mug? Please. Add this to thief. All job abilities, 5 minute cool down I don't care. Different timer please.

    Now this is a REAL thief.
    It's a good thing you don't play Thf because you don't know anything about it. I really wouldn't want to be Drk light kthx. Thf in FFXI is stronger and more useful in a real fight then any past incarnations of the job in other FF games outside of Zidane. Aura Steal fixed any and all problems Steal had, so now the only real useless JA Thf has is Mug.

    Quote Originally Posted by Corruption View Post
    Since you bring up a very good point, assuming that I was on the planning and development team I would recommend that if this idea got the green light, maybe we could approach it the way it was done in Seiken Densetsu 3 (JP only Secret of Mana and the best in the series in my opinion) where there could be 2 branches of upgrade (light/dark)... So Maybe for Warrior it could be Berserker (Dark) and Fighter (Light) and each "epic job" would require a different quest/fight to unlock and have its own set of "AF like armor"... Maybe that way since you probably represent a minority of Warriors that actually want to tank on WAR, the "Fighter" epic job would be the better choice...

    I would seriously go ahead and do all 15 jobs over again but I don't want to since most people would rather read this and say "stupid, broken, the idea sucks" etc...

    Now I humbly invite you to come up with some alternatives, since I seen some of the jobs that you made in the past... I think it would be really cool/fun if you came up with epics that do what the ones that I made don't do (like Fighter for WAR, or Rogue for THF for example)

    Thanks again for the input!
    Well again, it's mainly the fact that I like Warrior as Warrior and Thief as Thief. I wouldn't want to split a single concept into two different Job Branches or "upgrade" a job into an entirely new concept. I have a lot more fun building a new job from scratch then just upgrading existing ones because there's more leeway to work with and you can flesh out their concepts and stories a bit more. If anything I'd try to come up with a JA or Spell or something I think a job should have, but other then that I like making things that would fit along side the other classes in the game as it's a lot harder to create a balanced, unique and fun class concept.

    Quote Originally Posted by burytheweak View Post
    someone has been spending way too much time on a pointless thread
    When you're bored at work, what else is there to do?

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